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FREE  EBOOK 


100  GAME  DESIGN 
TIPS  &  TRICKS 


100  GAME  DESIGN 
TIPS  &  TRICKS 


by 

WLAD  MARHULETS 


the  developer  of 

DARQ. 


Unfold  Games,  LLC 


California 


Copyright 


Copyright  ©  2020  by  Wlad  Marhulets 

All  rights  reserved.  No  part  of  this  publication  may  be  reproduced,  distributed,  or 
transmitted  in  any  form  or  by  any  means,  without  prior  written  permission. 

UNFOLD 


GAMES 


1 


Unfold  Games,  LLC 
5042  Wilshire  Blvd,  #39434, 
Los  Angeles,  CA  90036 
USA 


This  book  is  designed  to  provide  helpful  information  on  the  subjects  discussed  solely  for  educational  and 
entertainment  purposes.  The  author  is  not  offering  it  as  legal,  accounting,  or  other  professional  services 
advice.  While  best  efforts  have  been  used  in  preparing  this  book,  the  author  makes  no  representations  or 
warranties  of  any  kind  and  assumes  no  liabilities  of  any  kind  with  respect  to  the  accuracy  or  completeness  of 
the  contents  and  specifically  disclaim  any  implied  warranties  of  merchantability  or  fitness  of  use  for  a 
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any  loss  or  incidental  or  consequential  damages  caused,  or  alleged  to  have  been  caused,  directly  or  indirectly, 
by  the  information  or  strategies  contained  herein.  Every  company  is  different,  and  the  advice  and  strategies 
contained  herein  may  not  be  suitable  for  your  situation.  You  should  seek  the  services  of  a  competent 
professional. 

Some  screenshots  used  in  this  book  are  copyrighted  material  the  use  of  which  has  not  always  been  specifically 
authorized  by  the  copyright  owner.  We  are  making  such  material  available  in  an  effort  to  advance 
understanding  of  Game  Design  and  we  believe  this  constitutes  a  ‘fair  use’  of  any  such  copyrighted  material  as 
provided  for  in  section  107  of  the  US  Copyright  Law.  In  accordance  with  Title  17  U.S.C.  Section  107,  the  material 
in  this  Ebook  is  distributed  without  profit  to  those  who  have  expressed  a  prior  interest  in  receiving  the 
included  information  for  research  and  educational  purposes.  For  more  information,  email 
publishing@unfoldgames.org 


ISBN:  978-l-7352325'4'6  (Ebook) 


Intro 


Hey!  My  name  is  Wlad  Marhulets,  and  I’m  the  developer  of  DARO.  I 
wanted  to  share  with  you  some  tips  &  tricks  about  game  design  I’ve 
learned  over  the  years  while  working  on  my  first  game  (which  to  my 
surprise  became  #42  most  shared  PC  Video  Game  of  2019,  according  to 
Metacritic).  Some  of  these  lessons  were  learned  by  making  countless 
mistakes,  others  from  GDC  talks,  youtube  videos,  fellow  developers, 
and  articles.  I  did  my  best  to  link  to  sources  if  I  managed  to  find  them 
or  remember  them.  Some  tips  are  genre  specific.  Others  contradict  one 
another.  It's  up  to  you  to  use  them  or  not.  Ultimately,  breaking  rules  is 
the  prerequisite  to  innovation.  My  hope  is  that  this  little  book  helps 
you  make  better  decisions  when  designing  your  game! 


If  you’re  looking  for  advice,  feedback,  or  guidance  on  your  gamedev 
journey,  feel  free  to  reach  out  to  me  on  Twitter  (@UnfoldGames). 


Let’s  go! 


X O 0  VIDEO  GAME  DESIGN  TIPS  &  TRICKS 


l.  Give  the  Player  Clear  Goals. 

Without  clear  goals,  players  won’t  know  what  to  do  in  your  game 
and  as  a  result,  won’t  feel  engaged.  In  this  Unite  2016  talk.  Curtiss 
Murphy  talks  about  3  kinds  of  goals: 

1.  Explicit  Goals:  goals  communicated  to  the  player  by  the  game 
itself.  For  example:  “new  objective,  get  from  point  A  to  point  B.” 

2.  Implicit  Goals:  goals  that  are  implied  by  the  game,  but  not 
communicated  directly.  For  example:  don’t  die.  Win  the  battle. 
Solve  a  puzzle. 

3.  Player  Driven  Goals:  these  are  the  most  interesting  kind  of  goals. 
It’s  the  player  who  set  a  goal  and  gets  engaged  in  achieving  it.  For 
example:  in  Minecraft,  you’re  not  given  a  specific  objective,  yet 
you  quickly  find  yourself  working  on  a  large  project.  The  project 
invented  by  you.  This  kind  of  goal  is  the  most  effective  in  keeping 
the  player  engaged. 


Player  driven  goals  are  extremely  powerful.  It’s  incredible  what  people  manage 

to  create  in  Minecraft. 


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2.  Tell  the  Player  What  to  Do,  But  Not  How  to  Do  It 

Having  clear  objectives  is  important,  but  give  the  player  the  freedom 
to  complete  them  on  their  own  term.  As  a  game  designer,  try  to 
think  of  multiple  ways  an  objective  can  be  reached.  Allow  the  player  to 
choose  the  playstyle  they  prefer  and  avoid  linearity.  Make  the  player  feel 
as  if  they  are  the  mastermind  behind  the  solution  they  came  up  with,  even 
if  it  was  carefully  engineered  and  thought  through  during  the  design 
process. 


Hitman  series  is  known  for  giving  the  player  a  lot  of  freedom  in  how  they 
approach  each  mission.  There  are  always  multiple  ways  to  complete  each 

objective. 


3-  Reward  &  Punishment 

Reward  the  player  for  progressing  in  the  game.  Depending  on  the 
genre,  it  can  be  new  items,  XP,  story  elements,  etc.  Punishment  is 
also  an  important  motivator,  but  if  you  overuse  it,  the  player  will  likely 
get  frustrated  with  your  game.  The  Diablo  series  is  known  for  striking 
the  perfect  balance  between  both.  The  player  is  always  motivated  to  move 
forward,  being  rewarded  by  gold,  and  new  gear.  The  hope  of  finding  a 


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rare  piece  of  equipment  makes  the  journey  much  more  engaging.  The 
punishment  of  death  is  always  there,  yet  it  never  overshadows  the 
rewards  that  come  with  the  progress. 


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Diablo  games  feel  satisfying  because  collecting  gear  and  unlocking  new  skills 
serves  as  a  powerful  motivator  as  the  player  progresses  through  the  game. 


4.  Teach  the  Player  to  Play  Your  Game 

Once  you  introduce  a  game  mechanic,  like  jumping,  make  sure  the 
player  has  to  use  it  to  progress  further.  Give  it  some  time,  and  test 
the  player's  ability  to  use  it.  After  some  time  has  passed,  think  of  a  way  the 
player  could  utilize  the  mechanic  in  a  creative  way  to  solve  a  problem  or 
overcome  an  obstacle.  These  3  steps  are  a  sign  of  good  game  design  and 
ensure  that  the  player  understands  and  remembers  how  to  use  a 
mechanic.  For  example,  Super  Mario  Bros  first  teaches  the  player  the  jump 
mechanic.  It  does  it  by  showing  the  player  that  they  can  hit  the  bricks  and 
get  over  gaps.  Later,  the  jump  mechanic  is  being  tested  by  making  the 
player  jump  on  top  of  little  Goombas,  the  first  type  of  enemy  in  the  game. 
Finally,  the  player  is  asked  to  use  the  jump  mechanic  creatively  by 
utilizing  a  double  jump  to  defeat  the  turtles,  also  known  as  Koopa  Troopas. 


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By  that  time,  the  player  has  a  good  understanding  of  what  can  be  done  in 
the  game  with  the  jump  button. 


Shigeru  Miyamoto,  the  designer  of  Super  Mario  Bros,  teaches  the  player  step- 
by-step  how  to  use  the  jumping  mechanic. 


5.  Reuse  the  Core  Mechanic  in  Various  Ways 

Most  well-designed  games  don’t  introduce  a  lot  of  mechanics. 

You’ll  be  better  off  having  just  one  core  mechanic.  Try  to  find 
creative  ways  to  reuse  it  throughout  the  game  so  that  it  always  feels  fresh. 
Think  of  Jonathan  Blow’s  Braid,  which  uses  the  concept  of  rewinding  time 
as  the  core  mechanic.  The  mechanic  remains  the  same  throughout  the 
game.  Each  section  of  the  game  changes  something  about  the  world 
that  makes  the  mechanic  feel  fresh.  For  example,  having  some  elements 
of  the  world  be  immune  to  the  time  manipulation  opens  up  the  world  of 
possibilities  for  new  puzzles,  which  Jonathan  Blow  explores  masterfully. 


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100  VIDEO  GAME  DESIGN  TIPS  &  TRICKS 


S3 


Braid  is  centered  around  a  single  mechanic,  yet  it  always  feels  fresh  thanks  to 
clever  level  design  that  gradually  introduces  new  ideas  as  the  game  progresses. 
It's  the  world  that  evolves,  not  the  core  mechanic. 


6.  Create  Your  Game  Loop 


game  loop  is  a  series  of  actions  that  are  performed  over  and  over 


^JLagain  throughout  your  game.  Every  game  has  a  core  loop  that 
remains  unchanged.  Your  goal  is  to  design  a  game  loop  of  actions  that  is 
engaging  and  contrasting  in  nature.  For  example,  Skyrim’s  core  game 
loop  involves  exploration,  fighting,  looting,  and  upgrading  new  gear. 
Each  action  has  a  different  intensity  and  emotion  behind  it,  that's  why 
the  loop  remains  engaging  throughout  hundreds  of  hours  of  gameplay. 
Try  to  create  a  game  loop  that  is  simple,  yet  varied.  Making  the  player  do 
too  much  of  the  same  activity  in  the  game  will  simply  feel  boring. 


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Skyrim’s  game  loop  consists  of  just  a  few  actions,  yet  it  remains  engaging 
thanks  to  the  wide  range  of  emotions  within  the  loop.  Fighting  feels  exciting. 
Looting  and  upgrading  gear  feels  rewarding,  etc. 


7.  Surprise  &  Twist 

Once  the  player  gets  used  to  the  gameplay,  introduce  a  new 
element,  or  a  new  rule.  Look  for  ways  to  surprise  your  players. 
There  are  many  ways  to  achieve  this.  It  could  be  done  through  story 
twists,  new  mechanics,  unexpected  events,  etc.  (Spoilers  ahead).  How 
engaged  were  you  when  The  Stanley's  Parable  teleported  you  into  a 
completely  different  world?  What  about  the  big  story  and  gameplay  twist 
in  The  Last  of  Us,  when  Joel  gets  injured? 


8.  Make  Good  Boss  Fights 


hat  makes  for  a  good  boss  fight?  This  video  makes  an  in-depth 
analysis  of  this  subject.  A  good  boss  fight  should: 


•  Be  challenging:  nobody  would  enjoy  the  sweet  victory  if  the 
bosses  could  be  defeated  as  easily  as  other  enemies. 


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•  Be  fair:  players  respond  negatively  when  they  notice  the  game 
trying  to  cheat  to  achieve  difficulty.  Make  your  boss's  behavior 
complex  yet  somewhat  predictable  if  enough  practice,  patience, 
and  observation  are  applied. 

•  Avoid  false  difficulty:  An  easy  way  to  make  your  boss  fight 
challenging  would  be  to  it  a  lot  of  health.  While  bosses  should  be 
more  resistant  to  the  player's  attacks,  it  shouldn't  be  the  main 
difficulty  factor.  If  it  is,  the  fight  becomes  monotonous. 

•  Be  intimidating:  Dark  Souls  series  does  it  best.  The  design  of 
their  boss  fights  always  prioritizes  new  ways  to  intimidate  the 
player.  It  could  be  achieved  through  epic  music,  boss  size,  or 
anything  else  that  can  help  create  a  sense  of  danger. 

•  Test  player's  skills:  A  boss  fight  can  be  seen  as  an  exam,  testing 
the  player’s  knowledge  of  all  the  game  mechanics  presented  in  the 
game  prior  to  the  fight.  Make  the  boss  force  the  player  to  utilize  all 
the  skills  that  are  available  at  that  point. 

•  Be  a  part  of  the  story:  Last  but  not  least,  make  the  boss  fight  fit 
well  into  your  game’s  story.  The  player  should  know  why  they’re 
fighting  the  boss.  Make  it  personal.  After  all,  the  victory  won't  feel 
as  satisfying  if  the  boss  encounter  was  completely  random  and 
unexpected.  For  example,  in  The  Last  Of  Us,  Elbe’s  fight  with  David 
is  preceded  by  a  lot  of  story  elements  that  make  the  fight  truly 
emotional.  You  can’t  help  but  want  to  hurt  David  as  much  as 
possible.  It  would  have  felt  so  differently  if  David  didn’t  appear  in 
the  game  before  the  actual  fight  sequence. 


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Bosses  from  the  Dark  Souls  series  are  usually  much  bigger  than  the  player. 
Combined  with  epic  music,  that’s  a  good  intimidation  tactic. 


9.  Create  Points  of  Interest 

Points  of  interest  are  unique  objects  or  structures  that  help  the  player 
to  navigate  the  world.  They’re  especially  useful  in  open-world  games 
where  the  player  has  the  freedom  of  movement  in  all  directions.  Good 
points  of  interest  stand  out  from  the  rest  of  the  environment  and  look 
different  from  every  side.  You  shouldn’t  have  too  many  of  them  next  to 
each  other. 


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In  Journey,  the  player  is  given  a  point  of  interest  since  the  beginning  of  the 
game.  The  mountain  top  gives  the  player  a  clear  sense  of  direction  throughout 

the  game. 

10.  Make  Memorable  Environments 

art  from  big  monuments  and  gigantic  points  of  interest,  try  to 


xr^apply  similar  principles  to  your  level  design,  so  the  player  doesn’t  feel 
disoriented  in  your  game.  In  order  to  achieve  that,  add  variety  to  your 
game  assets  and  use  unique  architectural  elements  to  serve  as  points 
of  interest  on  a  smaller  scale.  When  designing  my  own  game  DARQ 
making  the  environment  look  memorable  was  especially  important  to 
me.  It's  something  that  I  had  to  learn  the  hard  way  during  alpha  and  beta 
testing.  Since  the  player  can  walk  on  walls  and  ceilings,  it  was  easy  to  get 
lost.  I  went  the  extra  mile  and  made  the  whole  environment  mostly 
unique.  There  aren't  many  repeating  assets  in  the  game,  besides  small 
props.  Whether  the  player  is  walking  on  the  floor,  walls,  or  the  ceiling,  it's 
a  lot  easier  to  navigate  the  environment  without  feeling  disoriented  since 
every  room  looks  unique  and  has  memorable  elements  in  them. 


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In  DARQ,  the  player  can  walk  on  walls  and  ceilings.  It  allows  for  viewing  the 
environment  from  various  camera  angles.  That  increases  the  need  for  making 
every  room  unique,  featuring  interesting  architectural  shapes  that  look 
different  from  every  angle. 


11.  Make  the  Environment  Interactive 


Make  your  world  feel  alive.  If  shooting  is  your  main  game 
mechanic,  make  sure  that  the  player  can  shatter  windows  and 
leave  bullet  holes  in  walls.  Not  being  able  to  interact  with  the  world 
according  to  some  basic  expectations  can  result  in  a  lot  of  frustration  and 
the  loss  of  immersion.  Conversely,  being  able  to  affect  the  world  and  see 
it  respond  accordingly  is  incredibly  satisfying.  Destructible 
environments  are  especially  important  in  shooters.  Bro  Force  feels  great, 
and  it’s  mostly  because  almost  everything  you  see  on  the  screen  can  be 
destroyed. 


Fully  destructible  environments  in  Bro  Force 


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12.  Construct  Your  Story  Arc 


Whether  your  game  is  story-driven  or  not,  you  need  to  think  about 
what  your  game’s  arc  is  going  to  look  like.  Typically,  you  want  to 
gradually  raise  tension  until  the  climax  of  the  game  that  comes  at  the  end 
(final  boss  battle,  big  story  element,  etc.).  Other  story  arcs  can  be  just  as 
effective. 


13.  Use  Light  to  Guide  The  Player 

Light  can  be  used  to  guide  the  player  into  the  direction  you  want 
them  to  go.  Players  would  naturally  follow  the  path  that  leads  to  a  lit 
area.  Light  can  also  serve  as  a  warning.  A  flickering  light  or  red-colored 
light  can  serve  as  an  indication  of  danger. 


INSIDE  masterfully  uses  light  to  attracts  the  player’s  curiosity 


14.  Use  Leading  Lines  to  Direct  Player's  Attention 

Another  way  you  can  guide  the  player  is  by  using  leading  lines  that 
naturally  occur  when  the  environment  is  viewed  from  a  certain 


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perspective.  Being  aware  of  this  phenomenon  when  designing  your 
levels  will  make  them  feel  more  intuitive  to  navigate. 


Tomb  Raider  environment  design  example:  this  scene  encourages  the  player  to 
look  up.  The  element  that  stands  out  the  most  is  the  orange  flag  that  points 
upwards.  There  are  also  stairs  and  implied  lines  that  point  towards  the  next 

point  of  interest. 


15.  Let  the  Player  Breathe 

Even  the  most  unforgiving  and  intense  games  utilize  safe  zones. 

For  example,  think  of  safe  rooms  in  Resident  Evil  games.  They  allow 
the  player  to  rest,  regroup,  save  game,  reorganize  the  inventory,  etc.  Even 
the  most  adrenaline-filled  action  games  need  the  sections  where  the 
player  gets  to  relax.  Tension  is  only  exciting  when  interrupted  with 
moments  of  safety,  no  matter  how  short  they  may  be. 


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Resident  Evil  series  is  known  for  its  save  rooms.  They  let  the  player  breathe  a 
little  before  plunging  back  into  the  adrenaline- filled  gameplay. 


16.  Establish  Visual  Language 

Games  rarely  benefit  from  realism.  Establish  a  visual  language  that 
you'll  use  consistently  throughout  your  game.  Both  shape  and 
color  can  communicate  certain  information  to  the  player.  For  example, 
in  Mirror’s  Edge,  the  red  color  is  used  to  guide  the  player  through  the  fast- 
paced  chase  sequences  towards  the  next  location. 


The  red  color  is  used  here  to  help  the  player  navigate  the  environment  and 
make  quick  decisions  in  the  fast-paced  sequences. 


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f|ther  games  utilize  various  shapes  and  objects  to  convey 
information.  For  example,  Far  Cry  4  indicates  climbable  ledges  by 
utilizing  hanging  ropes.  Since  it's  consistent  throughout  the  game,  the 
player  doesn’t  have  to  second-guess  if  climb  action  is  available,  even  when 
the  ledge  is  viewed  from  a  distance  and  no  UI  icon  is  displayed. 


In  Far  Cry  4,  hanging  ropes  indicate  ledges  that  the  player  can  climb. 


17.  Avoid  Invisible  Walls 

As  a  game  designer,  you  want  to  keep  the  player  within  certain 
boundaries  of  the  world.  Players  hate  being  restricted  without  a 
good  reason.  The  worst  thing  you  can  do  as  a  designer  is  to  create 
invisible  walls  that  prevent  the  player  from  exploring  further.  Always 
have  a  way  of  justifying  any  restriction  of  movement.  Establish  a  visual 
language  early  on  to  communicate  to  the  player  that  they  can’t  go  further. 
It  could  be  a  steep  mountain,  a  wall  with  spikes,  or  anything  else  that 
helps  communicate  the  idea  of  the  word  boundaries. 


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X O 0  VIDEO  GAME  DESIGN  TIPS  &  TRICKS 

18.  Utilize  Familiar  Design  Ideas 

Although  games  are  relatively  a  new  medium,  there  are  design 
principles  that  have  become  a  universal  language.  While  innovation 
is  the  only  way  indie  developers  can  grow,  if  you  brake  certain  design 
expectations,  you’re  likely  to  confuse  your  players.  For  example,  red 
barrels  are  expected  to  explode  when  hit  by  a  bullet.  Green  herbs  are 
expected  to  heal  when  consumed.  Red  or  green  colored  bars  usually 
indicate  health,  while  blue  ones  indicate  mana.  Spikes  mean  danger. 
Hearts  mean  lives.  Unless  you  have  a  good  reason  to  break  well- 
established  conventions  that  dominate  your  genre,  try  to  preserve  them 
while  innovating  in  other  areas  that  won’t  frustrate  the  players. 


While  red  barrels  can  be  seen  as  a  cliche,  they  are  widely  used  for  a  good 
reason.  They’re  easy  to  spot  in  the  heat  of  a  battle. 


19.  Make  Your  Controls  Responsive 

If  your  game  relies  on  reflexes  and  dexterity,  you  want  as  little  input 
lag  as  possible.  Think  of  reducing  frames  of  animation  to  the 
minimum,  so  that  the  player  always  feels  like  pressing  a  button  has  an 
immediate  effect.  Some  game  genres,  such  as  horror,  benefit  from 


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clunky  controls.  It  makes  the  character  feel  more  vulnerable,  which  is 
a  desired  outcome  for  the  genre.  But  most  games  benefit  from  tight 
controls  that  produce  an  immediate  response.  An  extreme  example  is 
Darkest  Dungeon,  where  the  fight  animations  are  limited  to  two  frames.  It 
feels  extremely  satisfying  to  trigger  an  attack  without  animation  frames 
in  between. 


*  & 

^  , 

'W 


".r ' 


Immediate  attack  animations  feel  very  responsive. 


20.  Implement  Accessibility  Features 

When  designing  your  game,  think  of  people  with  various 
impairments.  Unless  you  consider  certain  design  guidelines,  they 
won’t  be  able  to  enjoy  your  creation.  Thankfully,  implementing  most 
accessibility  features  is  not  that  difficult. 

GameAccessibilityGuidelines.com  has  a  comprehensive  list  of  guidelines 
that  will  allow  people  with  motor,  cognitive,  vision,  hearing,  and  other 
impairments  to  enjoy  your  game. 


100  VIDEO  GAME  DESIGN  TIPS  &  TRICKS 


Settings 


Keyboard  and  Mouse 

High  Contrast  'X  Marks  the  Spot' 

< 

On 

> 

Controller 

Text  Chat  in  Menus 

< 

Off 

> 

Gameplay 

Toggle  Radial  Menus 

< 

On 

> 

Audio  Settings 

Sticky  Radial  Items 

< 

On 

> 

Accessibility  Settings 

Use  Virtual  Keyboard 

< 

Off 

> 

Matchmaking  Preferences 

Reduce  hold  to  interact 

< 

On 

> 

Pirate  Profile 

Reduce  hold  to  use  item 

< 

On 

> 

Crew  Management 

Escape  as  Back 

< 

Off 

Sea  of  Thieves  offers  a  wide  variety  of  accessibility  settings. 


21.  Balance  Your  Game's  Difficulty  Dynamically 

Traditionally,  the  game’s  difficulty  can  only  be  changed  at  the 
beginning.  Apart  from  that,  the  overall  difficulty  increases  as  the 
player  progresses  through  the  game.  However,  this  approach  is  terribly 
flawed,  since  a  first-time  player  would  have  no  idea  what  difficulty  level 
would  result  in  the  most  engaging  experience.  Committing  to  a 
difficulty  level  without  knowing  how  the  game  plays  makes  no  sense. 
Depending  on  the  playefl s  skills,  the  game  can  feel  boring  (because  it  feels 
easy)  or  frustrating  (because  it’s  too  hard).  There’s  a  better  way  to  do  it. 
Take  advantage  of  dynamic  game  difficulty  balancing  (DGDB),  which  is 
the  process  of  adjusting  the  game’s  parameters  automatically.  The  game 
would  dynamically  measure  player  performance  and  adjust  such 
parameters  as  the  number  of  enemies,  the  complexity  of  their  AI,  the 
amount  of  ammunition,  etc.  Most  triple-A  titles  seem  to  implement  it  in 
one  way  or  another. 


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Left  4  Dead  is  known  to  dynamically  adjust  the  number  of  zombies  spawned 
depending  on  the  player’s  performance. 


22.  Don’t  Trust  Yourself  When  It  Conies  to 
Balancing  Your  Game 

a  designer,  you’ve  played  your  game  too  many  times.  You’ve  lost  a 


xT^sense  of  the  game’s  difficulty  because  you  know  your  game  better 
than  anybody.  During  playtesting  your  ideas  you’ve  acquired  skills  that 
your  players  won’t  have.  You  can’t  trust  yourself  when  it  comes  to 
balancing  your  game,  because  you  are  not  your  target  audience.  Your  skill 
level  doesn’t  match  the  skill  level  of  a  player  who  just  picked  up  your  game. 
Therefore  you  have  to  rely  on  the  opinion  of  alpha  and  beta  testers — trust 
them,  especially  when  it  comes  to  balancing  your  game  and  its  difficulty. 


23.  Design  a  Killer  Inventory  System 


There’s  a  lot  to  consider  when  designing  an  inventory  system: 

•  Players  like  to  have  access  to  the  items  they  use  the  most 
without  having  to  open  the  full  inventory  window,  so  allow 
players  to  access  their  favorite  gear  (usually  potions,  spells,  etc.) 
instantly,  usually  with  hotkeys  (i  through  9) 


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•  As  the  player  finds  rare  and  powerful  items,  the  inventory  can 
serve  as  a  display  of  the  player's  progress  in  your  game.  Allow 
for  the  items  to  be  viewed  up  close.  If  your  game  is  3D,  allow  to 
zoom  in  and  move  the  camera  around.  It  could  be  fun  for  the 
player  to  discover  hidden  details  about  their  most  valuable 
possessions. 

•  Try  to  have  a  full-body  avatar  of  the  protagonist  displayed  in 
the  inventory.  What  can  be  more  satisfying  than  seeing  your 
character  wear  the  most  powerful  armor  in  the  game? 

•  If  your  inventory  has  a  capacity  limit  (or  weight  limit),  it  can 
add  an  extra  gameplay  element  of  “inventory  management.”  It 
can  be  quite  satisfying  to  organize  gear  in  the  most  efficient  way 
or  make  difficult  decisions  when  having  to  choose  between  two 
swords. 


The  inventory  system  in  “Pillars  of  Eternity.”  Shows  a  full-body  avatar,  quick 
items  area,  and  allows  for  some  inventory  management  fun. 


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24.  Allow  the  Player  to  Make  Risk  vs.  Reward 

Decisions 


Good  game  design  lets  the  player  choose  safer  or  riskier  ways  of 
dealing  with  challenges.  When  designing  your  levels,  think  of 
multiple  ways  of  completing  them.  They  should  vary  in  difficulty  and 
implied  reward,  so  the  player  can  decide  how  much  risk  they  want  to 
take. 


Darkest  Dungeon  constantly  keeps  the  player  evaluating  risk  vs.  reward. 
Before  completing  the  mission,  the  player  can  make  a  decision  to  leave  the 
dungeon  unexplored.  Doing  so  reduces  the  risk,  but  also  leaves  potential 
rewards  behind.  The  longer  the  player  stays  in  the  dungeon,  the  higher  the  risk, 

and  the  higher  the  reward. 


25.  Use  Camera  Shakes 

When  done  right,  camera  shakes  can  make  your  game  feel  a  lot  more 
impactful.  If  this  is  a  new  concept  for  you,  I  highly  recommend 
watching  The  Art  of  Screenshake.  a  talk  by  Jan  Willem  Nijman.  If  your 
game  features  guns,  explosions,  and  impacts,  utilizing  camera  shakes  can 
make  a  big  difference. 


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26.  Make  Your  Camera  a  Storyteller 

Your  game’s  camera  can  be  used  in  a  variety  of  ways.  In  3rd  person 
games,  it  has  the  most  freedom,  as  it  can  move  closer  or  further  from 
the  character  and  show  the  action  from  various  angles.  Placing  the 
camera  behind  the  player’s  back  makes  the  player  concentrate  on  the 
environment.  The  closer  the  camera  to  the  character,  the  more 
emotionally  engaged  the  player  becomes.  Being  close  to  the  subject 
makes  the  player  identify  and  empathize  with  them.  The  further  the 
camera  from  the  subject,  the  less  personal  it  feels.  Having  the  camera 
above  the  character  generally  makes  the  player  feel  more  empowered  and 
in  control.  Having  the  camera  close  to  the  ground  feels  unnatural  and 
creates  discomfort.  It  makes  the  character  appear  vulnerable.  It’s  a 
perfect  angle  if  you  want  to  create  tension. 


Tomb  Raider’s  designers  use  close-ups  to  make  the  player  more  emotionally 
engaged  when  Lara  is  in  dangerous  situations. 


27.  Use  Camera  Effects 


Adding  lens  effects,  such  as  raindrop,  dust,  blood  overlay,  can  help 
make  your  game  feel  more  realistic.  In  addition,  such  post- 


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processing  effects  as  field  of  view,  color  correction,  chromatic 
abbreviation,  and  bloom  can  significantly  increase  the  visual  appeal  of 
your  game. 


28.  Constantly  Introduce  New  Challenges 

To  keep  the  player  engaged,  you  have  to  constantly  invent  new 
challenges.  For  example,  Assassin’s  Creed:  Syndicate  keeps  the  player 
engaged  by  alternating  between  different  types  of  gameplay  all  the  time. 
It  never  gets  monotonous,  because  once  the  player  gets  used  to  the 
fighting  system,  there's  a  stealth  mission  that  requires  an  entirely 
different  approach.  Once  the  player  becomes  good  at  stealth,  the  game 
introduces  timed  horse  racing  missions.  Finally,  to  switch  it  up  further, 
the  game  alternates  between  two  characters,  Jacob  and  Evie.  Switching 
between  them  both  during  and  outside  of  missions  keeps  the  game  fresh. 
The  player  can  customize  their  skill  trees  differently  so  that  the  characters 
offer  unique  gameplay  experiences. 


Assassin’s  Creed:  Syndicate  constantly  throws  new  challenges  at  the  player.  It 
keeps  the  game  fresh  and  engaging. 


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29.  Use  NPC’s  or  Enemies  to  Communicate 
Important  Information 


NPC’s  or  dialog  exchanges  between  enemies  can  be  used  to  convey 
important  information  to  the  player.  For  example,  in  Himan  2,  you 
can  often  overhear  enemies  talking  to  each  other.  They  often  mention 
things  that  become  clues  to  accomplishing  various  tasks  in  a  mission. 


30.  Aim  to  Create  Unique  Experiences 

As  a  new  game  designer,  you  may  want  to  predict  all  possible 
outcomes  of  your  game,  but  linearity  is  not  what  players  tend  to  like. 
Instead,  try  to  create  systems  that  interact  with  each  other  and  can 
produce  unexpected  results.  That's  one  of  the  advantages  of  the  brilliant 
design  behind  Spelunky.  Apart  from  complete  randomization,  Spelunky 
has  numerous  game  systems  that  allow  each  player  to  have  a  completely 
unique  experience,  full  of  surprises  and  unexpected  interactions. 


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J'fJA  'iSrV  >*pr\  WA 

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No  Spelunky  playthrough  is  the  same. 


31.  Make  Player's  Skill  Matter 

Design  your  game  so  that  your  player’s  skill  is  a  part  of  the  game’s 
equation.  Many  games  utilize  skill  tries  that  reflect  their 
protagonist’s  growth.  One  way  to  overcome  a  challenging  enemy  is  to  get 
good  gear  and  make  your  character  drink  the  potion  of  strength.  There’s 
nothing  wrong  with  that  design  approach.  However,  what  if  the  video 
game  was  more  about  your  skill  as  a  player,  not  your  character  stats? 
Games  like  Cuphead  are  extremely  difficult  and  unforgiving,  but  that’s 
what  makes  them  fun.  They  allow  the  player  to  enjoy  the  process  of 
developing  skills  to  overcome  the  challenges  of  the  game. 


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Cuphead  is  a  difficult  game  and  requires  a  lot  of  skill  to  finish.  That's  what 

makes  it  so  satisfying. 

32.  Be  Careful  with  Randomization 

hen  your  game  heavily  relies  on  Random  Number  Generator 


V  V  (RNG),  you  need  to  come  up  with  a  way  to  restrict  it  in  some  way. 
For  example,  if  the  player  has  a  90%  chance  to  hit  the  enemy,  the  player 
expects  a  hit.  However,  when  using  RNG,  missing  10  times  in  a  row  with 
a  90%  chance  of  success  is  not  impossible.  It’s  unlikely,  but  it’s  bound  to 
happen  sooner  or  later.  It  would  surely  feel  as  if  the  game  is  rigged  against 
the  player,  so  it’s  something  you  might  want  to  avoid.  There  are  ways  to 
apply  restrictions  to  the  RNG  algorithm,  and  most  games  do  it.  For 
example,  you  could  prevent  the  RNG  from  generating  the  same  outcome 
more  than  3  times  in  a  row.  It’s  a  simple  solution  of  course;  it  can  get  a  lot 
more  complicated  in  RPG  and  strategy  games  that  rely  on  randomization. 


The  developers  of  XCOM:  Enemy  Unknown  faced  a  backlash  from  their 
community  when  the  players  discovered  that  often  the  character  would  miss 
multiple  times  in  a  row  while  chances  of  hitting  the  target  were  high. 


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33.  Make  your  Game  Feel  Fair 

Following  the  previous  tip,  the  goal  of  a  game  designer  is  to  create  the 
perception  of  fairness,  not  true  fairness.  Many  games  try  to  help  the 
player  without  making  it  obvious.  For  example,  in  Bioshock,  first  shot  from 
an  enemy  against  you  always  misses.  While  it’s  technically  unfair,  it  gives 
the  player  the  time  to  take  cover  and  reassess  the  situation.  If  enemies 
could  kill  you  before  you  even  spot  them,  it  would  certainly  feel  unfair, 
wouldn’t  it?  Following  realism  rarely  makes  for  a  good  gaming 
experience. 


In  Bioshock,  the  first  bullets  that  an  enemy  fires  will  always  miss. 


34.  Create  High  Stakes 

Game  designers  know  that  high  stakes  and  risky  play  result  in  more 
fun.  However,  most  players  would  always  choose  slow  and  careful 
playstyle  to  maximize  their  chances  of  success.  The  designers  of  XCOM: 
Enemy  Unknown  were  surprised  to  learn  that  most  players  progressed 
through  the  levels  very  cautiously,  using  the  overwatch  action  repeatedly. 
Realizing  that  such  playstyle  results  in  a  relatively  boring  experience,  the 
designers  introduced  a  lot  more  timed  missions  in  the  XCOM  2.  Timed 


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missions  forced  the  players  to  act  faster  and  take  more  risks.  While  it 
made  for  more  exciting  gameplay,  many  players  were  dissatisfied  with 
enforcing  a  more  risky  playstyle. 


XCOM  2  introduced  timed  missions  because  the  designers  realized  that 
playing  it  safe  results  in  boring  gameplay.  They  wanted  the  players  to  engage 

in  a  more  risky  playstyle. 


35-  Create  the  Perception  (?)  of  High  Stakes 

If  introducing  high  stakes  is  not  something  you  want  to  do,  consider 
creating  the  perception  of  risk.  Jennifer  Scheurle,  a  video  game 
designer,  revealed  on  Twitter: 

Assassin’s  Creed  and  Doom  value  the  last  hit  of  health  as  more  hit  points 
than  the  rest  of  it  to  encourage  a  feeling  of '’JUST*  surviving. 

Needless  to  say,  the  feeling  of  “barely  making  it”  is  very  thrilling, 
because  it  feels  so  unlikely.  It's  no  wonder  that  game  designers  figured 
out  a  way  to  increase  the  likelihood  of  it  happening.  If  your  game  utilizes 
a  health  bar,  consider  making  the  last  bits  of  health  allow  for  taking  more 
hits  than  the  player  would  think. 


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“JUST”  surviving  it  in  Assassin’s  Creed. 


36.  Let  the  Player  Feel  the  Impact  of  Their  Actions 

Make  the  world  respond  accordingly  to  the  player’s  actions.  If  the 
player  accomplishes  something  great,  let  the  NPC’s  say  a  few 
words  about  their  actions.  If  the  player  gets  caught  stealing,  make  the 
shop  owner  react  appropriately  and  call  the  guards.  You  get  the  idea. 


In  GTA  V  pedestrians  react  appropriately  when  the  player  pulls  out  a  gun. 


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37-  Aim  to  Create  a  “Flow  State” 

According  to  the  Flow  Theory,  it's  a  state  in  which  the  player  is  fully 
immersed  in  a  feeling  of  energized  focus,  full  involvement,  and 
enjoyment  in  the  process  of  the  activity.  Needless  to  say,  as  a  game 
designer,  it’s  a  state  that  you  want  your  players  to  be  while  playing  your 
game.  According  to  the  theory  proposed  by  Mihaly  Csikszentmihalyi,  flow 
is  a  state  that  lies  between  boredom  and  anxiety.  If  your  game  becomes 
too  easy,  your  player  will  feel  bored  and  exit  the  flow  state.  If  your  game 
becomes  too  difficult,  the  frustration  and  anxiety  will  break  the 
immersion  and  enjoyment.  As  a  game  designer,  your  job  is  to  keep  the 
player  right  in  between  boredom  and  anxiety:  the  state  in  which  the 
player  is  fully  immersed  in  the  experience. 


38.  Create  Memorable  Moments 


Memorable  moments  are  usually  achieved  by  contrast.  If  you  want 
the  player  to  remember  something  about  your  game,  make  it  very 
different  from  the  rest  of  the  gameplay.  It  could  be  a  contrasting  scene  in 
terms  of  the  overall  mood,  color,  and  atmosphere.  One  of  the  most 
memorable  moments  from  The  Last  of  Us  1  for  me  was  the  scene  with  the 
giraffes.  It  was  so  unexpected  and  wholesome.  It  made  me  care  for  the 
characters  a  lot  more.  It  was  a  spark  of  hope,  or  rather  a  reminder  of 
normal  life  and  beauty  in  the  grim  and  hopeless  world. 


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This  was  the  moment  I  realized  how  effective  “The  Last  of  Us  i”  was  at 
controlling  the  player’s  emotions.  This  scene  made  me  feel  so  many  things. 


39-  Make  AI  Behavior  Complex,  But  Predictable 

If  your  AI  were  to  be  completely  realistic,  there  would  be  no  way  to 
predict  how  enemies  would  react  to  the  player’s  actions.  Giving  the 
player  the  ability  to  anticipate  how  the  enemies  would  respond  is 
necessary  to  achieving  compelling  gameplay.  For  example,  Watch  Dogs  2 
allows  the  player  to  attract  the  attention  of  the  enemies  by  planting  lures 
on  surfaces.  In  reality,  not  every  guard  would  move  towards  a  lure.  Some 
would  be  suspicious.  Others  would  investigate  other  areas  suspecting  it 
could  be  a  trap.  If  the  game  were  to  be  realistic,  it  would  be  hardly 
playable.  That’s  why  you  should  keep  the  AI  behavior  completely 
predictable,  no  matter  how  complex  it  is. 


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Watch  Dogs  2:  The  player  is  getting  ready  to  plant  a  lure  on  the  wall  to  attract 
the  attention  of  the  guard.  It’s  behavior  the  player  can  anticipate  with  100% 
certainty.  It’s  that  certainty  that  allows  the  player  to  create  plans  and  strategies 

when  tackling  a  mission. 


40.  Remind  the  Player  How  Powerful  They've 
Become  Since  the  Game  Started 

In  combat  driven  games,  the  player  grows  stronger  and  acquires  more 
powerful  gear  as  the  game  progresses.  Needless  to  say,  the  game  would 
quickly  become  boring  if  enemies  didn’t  become  stronger  as  well,  to 
match  the  player's  new  stats  and  gear.  If  the  game  increases  the  enemy’s 
strength  and  HP  at  the  same  rate  as  the  player  increases  theirs,  the  player 
would  never  get  to  feel  powerful.  That’s  why  it’s  a  good  idea  to  bring  back 
weaker  enemies  from  time  to  time,  to  remind  the  player  that  they’ve 
become  powerful  since  the  beginning  of  their  journey. 


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In  Skyrim,  you  can  be  a  high-level  character  with  the  best  gear  and  still 
encounter  weak  enemies.  Killing  them  effortlessly  reminds  you  of  how  much 
you've  achieved  since  the  beginning  of  the  game,  which  feels  satisfying. 


41.  Allow  the  Player  to  Make  Decisions  Based 

on  Morality 

If  the  player  carefully  considers  the  moral  implications  of  their  actions 
in  your  video  games,  you've  done  something  right.  Taking  morality 
into  account  when  playing  a  game  indicates  a  high  level  of 
engagement  and  emotional  attachment.  If  you  want  your  players  to 
incorporate  their  personal  moral  views  into  their  playstyle,  it’s  important 
that  moral  decisions  don’t  have  serious  gameplay  implications.  For 
example,  if  “being  good”  is  the  way  to  gain  more  XP  or  gold,  the  player 
will  always  choose  good  actions  over  bad  ones.  It  would  be  for  the 
wrong  reasons  though,  and  in  no  way  does  it  express  the  player’s 
moral  compass. 


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Papers,  Please  constantly  challenges  the  player’s  morality,  as  they  work  as  an 
immigration  inspector  at  the  border  of  the  fictional  dystopia  of  Arstotzka.  The 
decision  made  by  the  player  affect  the  story  but  don’t  give  any  significant 
gameplay  advantage  or  disadvantage. 

Another  way  to  approach  it  is  to  make  the  moral  choices  made  by  the 
player  affect  the  gameplay.  In  this  scenario,  it’s  important  to  balance  the 
consequences  of  both  paths,  so  neither  becomes  more  advantageous 
than  the  other. 


Frostpunk  allows  the  player  to  create  laws  and  make  decisions  that  have  moral 
consequences.  They  affect  the  gameplay  in  significant  ways,  yet  no  law  is 
objectively  more  beneficial  than  the  other. 


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42.  Implement  Ledge  Forgiveness 

It’s  especially  important  in  the  platformer  genre.  Many  platformers 
allow  the  player  to  perform  a  jump  right  after  they  started  falling  off 
the  ledge.  Also  known  as  ledge  forgiveness,  grace  period  jumping,  or 
simply  coyote  time.  Allow  your  players  to  perform  a  jump  once  the  player 
is  off  the  ledge.  Needless  to  say,  set  a  time  limit  for  ledge  forgiveness.  A 
fraction  of  a  second  should  be  about  right. 


Rayman  is  about  to  take  advantage  of  the  coyote  time  and  perform  a  jump 
when  technically  there’s  no  ground  underneath  his  feet. 


43-  Perfect  Your  Run 

Every  run  animation  consists  of  three  parts: 

1.  Acceleration  from  idle  to  run 

2.  Run 

3.  Deceleration  to  back  to  idle 

Depending  on  the  genre,  you  should  think  about  how  much  time  the 
acceleration  and  deceleration  take  place.  If  your  game  is  a  platformer 
or  an  adventure  game  where  locomotion  plays  a  big  part,  this  is 


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something  you  want  to  spend  a  lot  of  time  tweaking.  Game  Maker’s 
Toolkit  has  a  great  video  covering  this  topic.  Decreasing  the  time 
acceleration  and  deceleration  takes  would  make  locomotion  feel  snappier 
and  tighter.  If  you  overdo  it,  it  will  feel  stiff.  If  transitioning  from  idle  to 
run  and  the  other  way  around  takes  a  significant  number  of  frames,  your 
locomotion  would  feel  sloppy  and  imprecise. 


Super  Meat  Boy  is  known  for  tight  controls.  Analyze  how  long  it  takes  for  the 
character  to  go  from  idle  to  run  and  from  run  to  idle. 


44.  Allow  Control  During  Jump 

Taking  away  control  during  jump  feels  terribly  unresponsive,  so  allow 
the  player  to  change  the  direction  of  the  jump  while  in  the  air.  The 
player  should  also  have  control  over  the  jump  velocity,  so  they  can  aim  for 
the  desired  landing  spot. 


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Jumping  in  Celeste  feels  phenomenal.  If  you’re  making  a  platformer,  you 
should  analyze  how  it’s  implemented  in  Celeste. 


45-  Use  Input  Jump  Buffer 

Games  usually  detect  when  the  character  is  grounded.  That  allows  for 
disabling  jumping  when  the  character  is  in  the  mid-air.  Naturally, 
jumping  should  only  be  allowed  when  the  character  is  grounded,  at  least 
if  you’re  aiming  to  simulate  reality  in  some  way.  However,  what  if  the 
player  hits  the  jump  button  right  before  landing?  The  jump  wouldn’t 
execute,  which  would  feel  terrible.  Sometimes  just  a  single  frame  would 
make  the  character  qualify  as  airborne  instead  of  grounded,  which  would 
make  pressing  the  jump  button  ignored.  Needless  to  say,  that  would  feel 
unresponsive  and  annoying  to  the  player.  That’s  why  you  need  to  listen 
for  input  as  the  character  is  about  to  land  and  be  ready  to  execute  the 
action  stored  in  the  buffer  as  soon  as  the  character  touches  the  ground. 


46.  Decide  on  Your  Character  Personality 


hat  are  the  traits  of  your  protagonist?  Is  your  protagonist  fast  or 
slow?  Are  they  powerful  or  weak?  The  traits  of  your  character  will 


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ultimately  determine  what  they  will  look  like.  Apply  the  traits  you  come 
up  with  to  your  sketches  and  try  to  communicate  the  character's 
personality  through  visual  means. 


When  designing  Lloyd,  the  protagonist  of  my  game  “DARQ,”  it  was  important 
to  me  to  express  that  he  is  vulnerable,  fearful,  gentle,  lost,  scared,  and  other 
things  that  I  can’t  mention  to  keep  this  example  spoiler-free. 


47.  Make  Your  Character  Small 

After  you  design  a  character,  you  naturally  want  to  make  it  read  well 
in  the  game.  If  you're  designing  a  platformer  or  a  game  that 
requires  precise  movement,  make  your  character  small.  The  smaller  the 
character,  the  less  your  camera  needs  to  move.  If  your  camera  is  static  or 
barely  moves  at  all,  it  becomes  a  lot  easier  to  control  the  character  with 
high  precision  within  the  scene.  All  good  platformers  have  this  in 
common:  the  protagonist  is  very  small  compared  to  the  world. 


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Celeste’s  protagonist  Madeline  is  tiny  compared  to  the  rest  of  the  world. 
Thanks  to  her  size,  the  camera  doesn’t  need  to  move  a  lot.  In  some  sections  of 
the  game,  the  camera  is  completely  static. 


48.  Design  Recognizable  Characters 


Don’t  be  afraid  to  exaggerate  features  to  create  memorable  and 
recognizable  characters.  A  good  character  design  prioritizes 
simplicity  of  shape  with  unique  recognizable  features.  If  you  want  to 
test  your  character  design,  turn  it  into  a  black  silhouette.  If  it  still  reads 
well  and  is  recognizable,  you’ve  done  a  good  job  as  a  designer. 


Iconic  characters  from  Journey  and  Shovel  Knight  read  well  as  silhouettes. 
They  still  look  distinct  and  recognizable. 


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49-  Make  Your  Character  Stand  Out 

It’s  important  to  make  your  character  stand  out  from  the  rest  of  the 
scene.  In  my  own  game,  DARQ,  I  chose  to  make  the  protagonist 
receive  more  light  than  other  objects.  It  allows  him  to  stand  out,  no 
matter  how  dark  the  environment  is.  There  are  also  other  ways  you  can 
make  your  protagonist  stand  out  from  the  background.  Making  the 
character  wear  a  piece  of  clothing  that  is  colored  differently  than  the  rest 
of  the  world  would  do  the  trick  too. 


DARQ’s  protagonist  reads  well  even  in  the  dark  environments  thanks  to  the 
additional  light  it  receives. 


50.  Fast  Respawns  &  Incremental  Progress 

If  you're  designing  a  game  in  which  the  character  is  meant  to  die  often, 
otherwise  known  as  a  rage  game,  make  sure  you  implement  fast 
respawns.  This  way,  death  is  not  perceived  as  a  harsh  punishment  but  as 
a  part  of  the  learning  process.  Utilize  frequent  checkpoints,  so  the 
player  never  has  to  repeat  large  sections  of  the  game.  Fast  respawns 
allow  for  incremental  progress,  where  deaths  serve  to  educate  the  player 
about  the  level. 


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Super  Meat  Boy  is  a  challenging  game,  but  frequent  deaths  don’t  feel  overly 
punishing  thanks  to  instant  respawns.  Leaving  bloodstains  on  the  walls  is  a 
smart  design  choice,  which  further  emphasizes  the  concept  of  incremental 
progress:  you  get  through  the  game  by  dying  a  lot  and  learning  from  the 
mistakes  of  the  previous  incarnations  of  the  protagonist. 


51.  Implement  Autosave 


One  way  you  can  help  your  player  is  to  autosave  the  progress  when 
the  player  achieved  a  significant  milestone  or  simply  when  they 
reached  a  new  location.  You  will  save  your  player  a  lot  of  frustration  if  the 
game  happens  to  crash  for  whatever  reason. 

52.  Focus  on  One  Core  Emotion 

our  game’s  core  emotion  should  be  easy  to  identify  within 


X  seconds.  The  core  emotion  will  become  the  primary  reason  a  player 
would  want  to  engage  with  your  game.  As  a  gamer,  don’t  you  play  titles 
that  reflect  your  current  mood,  or  help  you  balance  your  life  in  a  certain 
way?  Feeling  overwhelmed  with  daily  life?  Why  not  escape  to  the  relaxing 
world  of  Stardew  Valley ?  Looking  for  a  challenge?  Why  not  try  to  speedrun 
Hollow  Knight  or  Cuphead ?  Feeling  like  a  quick  session  filled  with  joy  and 


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fun?  You  could  reach  for  Mario  Kart  or  other  Nintendo  IP's.  In  other 
words,  if  your  game’s  core  emotion  is  unclear,  your  audience  won’t  be 
able  to  easily  relate  to  it. 


Mario  Kart  is  very  clear  about  its  core  emotion:  it’s  fun!  Every  design  choice  is 
made  to  reinforce  this  core  emotion. 


53-  Communicate  What  Enemies  Are  Thinking 

This  is  especially  important  in  games  that  have  stealth  mechanics.  As 
you  trying  to  sneak  past  enemies,  you  want  to  know  how  close  you’re 
to  being  detected.  Stealth  games  accomplish  this  in  various  ways.  You 
could  use  a  UI  system  that  indicates  how  close  you  are  to  being 
detected  or  a  dialog  system  in  which  the  enemy  would  say:  "huh?”  as 
you  make  a  noise.  Either  way,  it’s  important  to  communicate  to  the 
player  what  the  enemy  is  thinking. 


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In  Mark  of  the  Ninja,  the  player  is  given  all  the  necessary  information  about 
the  state  of  the  game  through  the  use  of  UI.  In  the  screenshot  above,  the  yellow 
circle  indicates  where  the  player  was  heard  by  the  guard.  The  question  mark 
above  the  guard  indicates  that  he  heard  the  player  and  is  about  to  investigate. 
The  Z’s  coming  out  of  the  dog’s  head  indicate  that  the  dog  is  asleep  and  did  not 


hear  the  player. 


54-  Utilize  Granular  Failure  States 

he  concept  of  granular  failure  states  refers  to  letting  your  player 


X  mess  up  without  making  them  suffer  the  entirety  of  the 
consequences  at  once.  Making  a  mistake  would  result  in  partial 
punishment  with  the  ability  to  recover/hide/escape/or  handle  the 
situation  in  a  different  way.  For  example,  this  principle  could  be  used  in 
stealth  games.  Getting  detected  should  not  result  in  immediate  death, 
but  rather  forcing  the  player  to  run,  hide,  or  risk  fighting  countless 
guards.  Granular  failure  is  handled  perfectly  in  the  Metal  Gear  Solid  series, 
where  getting  spotted  results  in  partial  punishment  (increased  risk  of 
death),  but  still  allows  the  player  to  handle  the  situation  in  a  variety  of 
ways.  This  principle  is  used  in  a  variety  of  games,  even  those  not  involving 
stealth,  like  the  GTA  series. 


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^  irfrCrtrC? 


In  GTA  V,  there  is  five  stars'  worth  of  wanted  level.  Getting  caught  red-handed 
results  in  one  star  only,  so  the  player  has  a  high  chance  of  escaping.  As  the 
wanted  level  increases,  the  player’s  chances  of  avoiding  death  are  increasing. 


55-  Forget  About  Your  Ego. 


Don’t  try  to  show  off  your  game  design  skills  to  the  player.  If  you 
do  your  job  right,  your  game  design  decisions  will  be  noticeable  to 
the  player.  At  the  same  time,  a  part  of  your  job  is  to  make  the  player 
feel  good  about  their  skills.  Allow  them  to  show  off  what  they  can  do  with 
your  game.  Make  it  a  means  of  expression  for  them,  not  you. 


56.  Use  Power-Ups 


hether  it’s  a  flower  in  Super  Mario  Brothers  or  a  potion  in  Pillars  of 


V  V  Eternity,  power-ups  are  an  important  design  element  of  many 
game  genres.  If  you’re  utilizing  power-ups  in  your  game,  consider  the 
following: 

•  Do  the  effects  of  the  power-ups  stack  up,  or  one  cancels  the  other? 
Be  careful  if  you  allow  the  player  to  reach  incredible  stats  by 
drinking  10  strength  potions  in  a  row.  That  can  result  in  very 


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imbalanced  gameplay.  Consider  implementing  limitations  to 
prevent  abusing  power-ups. 

•  Does  the  player  know  when  the  effects  of  the  power-ups  wear  off? 
How  does  the  game  communicate  it?  Make  sure  the  player  knows 
when  the  power-up  stops  working. 


& •  y  *  V 


Power-ups  that  the  player  can  pick  up  in  “Mario  Kart.”  Please  note,  only  one 
power-up  can  be  held  at  a  time. 


57-  Use  Knowledge  as  In-Game  Currency 

Learning  about  your  game  should  feel  satisfying  to  the  player.  In  this 
presentation.  Jonathan  Blow  talks  about  his  experience  playing  the 
game  iooi  Spikes.  The  game  seems  incredibly  difficult,  at  first.  While 
progressing  through  the  first  level,  however,  the  player  learns  that  the 
challenges  that  seemed  nearly  impossible  are  actually  not  that  difficult  at 
all.  The  difficulty  of  the  game  changes  when  the  player  makes  a  series 
of  discoveries  about  the  level.  The  design  of  iooi  Spikes  impressed 
Jonathan,  as  he  used  a  similar  principle  in  his  hit  puzzle  game  The 
Witness. 


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In  The  Witness,  the  player  stumbles  upon  an  extremely  hard  puzzle  right  after 
the  tutorial  area.  At  this  point,  the  player  lacks  the  knowledge  to  solve  it. 
However,  as  the  player  learns  more  and  more  about  various  puzzle  designs  in 
the  game,  it  later  becomes  possible  to  come  back  and  solve  it. 


58.  Trigger  Player's  Curiosity 

The  example  above  showcases  how  acquiring  knowledge  can  result  in 
satisfying  gameplay.  But  it  does  more:  it  triggers  the  player's 
curiosity  from  the  get-go.  Seeing  a  complex  puzzle  shows  the  player  how 
much  there  is  to  explore  and  learn  in  the  game,  and  this  happens  early  on. 
Letting  the  player  know  that  your  game  has  a  lot  to  offer  is  a  good, 
design  practice,  and  it's  used  a  lot  in  different  game  genres.  Seeing  big 
skill  tries  at  the  beginning  of  the  game  triggers  curiosity  about  everything 
that  is  available  in  the  game.  “Look,  there's  so  much  to  experience  and 
unlock!” 


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Civilization  series  show  the  player  how  much  there  is  to  unlock  early  on  in  the 
game.  It  serves  as  a  promise.  It  tells  the  player  that  there’s  so  much  to  explore 
in  the  game,  even  though  it  might  seem  that  there  isn’t  much  to  do  when  the 

game  starts. 


59-  Make  Grinding  Meaningful 

A  game  would  be  considered  “grind/’  if  it  requires  taking  a  lot  of 
repetitive  actions  in  order  to  progress.  An  example  of  grinding 
would  be  killing  weak  enemies  to  slowly  gain  XP  and  level  up.  Grinding, 
as  a  game  design  idea,  is  not  inherently  bad.  In  some  cases,  when  done 
right,  it  can  become  a  powerful  tool  to  keep  the  players  engaged  and 
immersed  in  your  game.  In  order  to  make  grinding  feel  meaningful, 
the  player  needs  to  know  what  reward  awaits  them  at  the  end  of  the 
grind.  Leveling  up,  unlocking  new  skills,  spells,  locations,  story  elements, 
and  other  rewards  can  be  a  powerful  motivator.  In  other  words,  there 
needs  to  be  an  end  goal  to  grinding.  If  your  game  focuses  on  excessive 
repetition  of  certain  activities,  you  need  to  communicate  to  the  player 
what  the  reward  would  be. 


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In  Minecraft,  players  feel  motivated  to  “grind,”  or  in  other  words,  spend  a  lot  of 
time  breaking  blocks  in  search  of  diamond  ore.  Why?  Because  diamond  ore  can 
be  used  to  craft  some  of  the  most  powerful  tools  in  the  game. 


6o.  Don’t  Rely  on  Words  To  Tell  The  Story 

Instead,  make  your  world  do  it  for  you.  It’s  a  lot  more  intriguing  to  have 
the  playing  wonder  “what  does  that  mean?”  instead  of  having  an  NPC 
explain  it  with  words.  Make  level  design  a  means  of  storytelling  that 
guides  your  players  through  your  game’s  narrative. 


INSIDE:  Seeing  people  marching  in  a  zombie-like  fashion  raises  a  lot  of 
questions.  It  also  gives  a  clear  sense  of  the  world  the  player  is  in.  There’s  no 
need  for  words.  The  game  tells  you  everything  you  need  to  know. 


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61.  Have  All  Elements  Work  Together 

To  make  your  game  immersive,  you  need  to  strive  to  make  all 
elements  of  the  game  work  together  in  unison.  For  example, 
Darkest  Dungeon  accomplishes  this  masterfully.  Every  aspect  of  this 
game  works  together  to  evoke  the  unified  vision  of  showing  the  player  the 
emotional  toll  of  dungeon  crawling.  The  overall  mood  is  pessimistic  and 
dark.  The  art  design  alone  is  enough  to  convey  the  game's  core  emotion. 
It's  worn  and  somber,  featuring  hand-painted  characters  with  an 
abundance  of  thick  black  lines  and  shadows.  It  helps  support  the  idea  of 
the  psychological  damage  the  heroes  endure  as  a  result  of  your  greed- 
driven  orders.  Notice  that  after  a  successful  mission,  the  comeback  to 
town  is  accompanied  by  grim  music.  The  lack  of  checkpoints  and 
permadeath  during  missions  makes  the  stakes  high,  and  your  chances  of 
making  it  through  feel  low. 


All  elements  of  The  Darkest  Dungeon  work  together  in  unison. 


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62.  Make  Your  Game  Fun  to  Watch 


Chances  are  that  more  people  will  watch  your  game  on  YouTube  or 
Twitch  than  play  it.  Think  about  it  when  making  design  choices. 
What  makes  games  fun  to  watch? 

•  Beautiful  visuals:  players  might  not  have  the  time  to  enjoy  all  the 
work  that  was  put  in  the  visuals,  but  the  beauty  of  the 
environment  will  surely  be  noticed  by  those  who  watch  others  play 
the  game. 


•  Good  Story  &  Plot  Twists:  people  love  seeing  strong  reactions  of 
YouTubers  and  streamers.  An  interesting  story  with  a  lot  of  plot 
twists  provides  great  entertainment  value,  both  for  the  player  and 
the  audience.  People  who  watch  game  playthroughs  enjoy  the 
feeling  of  comradery  that  happens  between  the  streamer  and  their 
audience.  Going  on  a  journey  together  and  experiencing  all  its 
twists  as  a  group  is  an  exciting  experience. 


•  Jump  Scares:  audiences  love  seeing  their  favorite  YouTubers  and 
streamers  get  jump  scared.  Experiencing  danger  from  afar,  in  a 
safe  environment,  without  participating  directly,  provides  a  lot  of 
entertainment  value. 


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‘The  Last  of  Us”  is  full  ofbeautiful  visuals,  has  an  amazing  story,  and  is  filled 
with  exciting  action  sequences.  It  makes  for  a  fantastic  viewing  experience. 


63.  Use  Sound  to  Bring  Your  Game  To  Life 

Sound,  design  might  be  unnoticeable  when  done  right,  but  when 
done  badly,  it  can  ruin  your  game.  Make  sure  the  reverb  settings 
match  your  environment.  Come  up  with  a  way  to  cut  off  high  frequencies 
of  sounds  that  are  blocked  by  an  obstacle,  like  a  wall.  That  can  usually  be 
accomplished  with  the  use  of  raycasts.  Sounds  that  are  far  from  the  player 
(or  camera)  would  usually  have  a  longer  reverb  tail  and  not  as  much  low 
and  high  frequencies.  The  closer  the  player  gets  to  the  sound  source,  the 
more  detailed  it  should  be  (i.e.  less  reverb,  more  high  frequencies,  etc.). 
Constantly  check  the  attenuation  for  your  sound  effects,  whether  your 
game  is  2D  or  3D.  Sometimes  realism  is  not  the  only  factor  to  consider, 
but  if  you  want  your  world  to  feel  believable,  good  sound  design  can  help 
you  bring  it  to  life. 


64.  Don’t  Overuse  Minimaps 

Minimaps  can  be  helpful  when  navigating  large  worlds,  but  they  can 
become  the  point  of  focus  during  most  of  your  gameplay.  What  a 


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waste,  with  all  the  detailed  3D  graphics  rendered  in  real-time,  the 
gameplay  comes  down  to  looking  at  a  simplified  2D  representation  of 
what’s  actually  happening.  If  your  game  relies  heavily  on  the  use  of  a 
minimap,  consider  giving  your  players  the  option  to  disable  it.  Some 
players  are  looking  for  an  immersive  experience  where  they  have  to 
interact  with  NPC’s  and  memorize  the  environment  in  order  to 
navigate  through  the  world. 


'  .Kg 

SIH  I*' O  2  0 

•it : . 1H 

^  ^ .  A 

^  \  M 

<■9 

0 

Watch  Dogs  2:  The  minimap  shows  a  lot  of  information.  It  can  make  it  difficult 
to  feel  immersed  in  the  beautifully  rendered  3D  world  when  you  have  to  focus 
on  the  simplified  2D  representation  of  it  most  of  the  time. 


65.  Design  Your  Maps  Correctly 

If  you  have  to  have  a  mini-map,  consider  having  a  full-size  map  too, 
which  would  provide  more  details  about  the  environment.  Here  are 
some  thoughts  to  consider  when  creating  maps: 

•  Use  icons  to  indicate  important  locations,  quests,  and  other 
points  of  interest 

•  Include  a  legend,  so  your  players  can  easily  tell  what  map  icons 
mean. 


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•  Indicate  inaccessible  areas  in  some  way.  The  player  should  know 
which  areas  can  be  explored  and  which  areas  are  purely  decorative 
(like  mountains). 

•  When  viewing  the  map  in  full  size,  use  a  large  icon  to  indicate 
player’s  position.  It  should  be  the  most  noticeable  icon  since 
that’s  the  first  bit  of  information  the  player  would  need  when 
viewing  the  map.  Also,  don’t  forget  to  show  which  direction  the 
player  is  facing. 

•  Allow  the  player  to  add  markers,  which  should  be  also  visible  on 
the  mini-map,  to  help  guide  them  towards  where  they  want  to  go. 


Rise  of  the  Tomb  Raider:  full-size  map.  The  icons  provide  a  lot  of  useful 
information.  Also,  please  note:  the  map  clearly  indicates  which  areas  are 
accessible  and  which  ones  are  not. 


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66.  Pause  the  Game  When  Large  UI  Screens 

Are  Open 


You  may  want  to  pause  the  game  when  the  full-size  map  and  other 
large  UI  elements  are  open,  such  as  quest  journal,  and  maybe  even 
inventory  (it  might  be  a  game  design  choice  not  to  pause  the  game  while 
the  inventory  is  open.  Baldur’s  Gate  series  was  famous  for  that  approach). 


67.  Restrict  Fast  Travel  in  Open  World  Games 

What’s  the  point  of  building  open  worlds  filled  with  content  if 
the  player  has  the  ability  to  teleport  to  any  spot?  The  whole 
point  of  open-world  games  is  exploration,  while  fast  travel  takes  that 
pleasure  away.  When  the  player  is  given  a  choice  between  the  more  or 
less  efficient  way  of  completing  a  task,  they  would  surely  choose  the  more 
efficient  way,  even  if  it  results  in  less  fun.  While  getting  rid  of  fast  travel 
all  together  might  not  be  the  best  game  design  solution,  fast  travel  can  be 
restricted  and  used  as  a  reward.  For  example,  fast  travel  requires 
unlocking  a  location  in  the  Far  Cry  series.  Another  way  to  enforce  at  least 
some  exploration  is  to  increase  the  distance  between  the  points  to  which 
the  player  can  fast  travel.  This  would  introduce  a  sense  of  balance 
between  the  beauty  of  exploration  and  the  efficiency  of  navigating  a  large 
world. 


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Far  Cry  4:  Fast  travel  becomes  available  as  a  reward  after  the  outpost  is 

liberated. 


68.  Reward  Player’s  Curiosity 

Players  love  to  stray  off  the  path  and  explore.  It’s  usually 
disappointing  when  the  exploration  doesn’t  lead  to  a  satisfying 
discovery  or  a  reward.  Try  to  create  optional  paths  and  locations  that  are 
not  essential  to  finishing  your  game  but  provide  a  nice  distraction  from 
the  main  quest.  Make  sure  to  reward  the  players  who  display  curiosity  and 
explore  your  game  in  non-obvious  ways. 


Pillars  of  Eternity  has  a  location  called  Endless  Paths  of  Od  Nua.  It’s  a  giant  15- 
level  dungeon  full  of  powerful  monsters,  challenging  puzzles,  and  rewards. 
Only  the  first  level  needs  to  be  explored.  The  rest  of  the  levels  are  optional  and 
it’s  a  great  way  to  satisfy  the  players  who  want  to  do  more  than  just  complete 

the  main  quest. 


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69.  Foreshadow  Danger 


A  boss  fight  would  not  be  as  thrilling  if  the  boss  didn't  show  up  several 
times  before  the  actual  fight.  Making  use  of  cutscenes,  scripted 
events,  and  other  means  of  foreshadowing  of  what's  coming  creates 
excitement  and  anticipation. 


In  Resident  Evil  2  remake,  Mr.  X  appears  way  before  the  final  confrontation  in 
which  he  can  be  defeated.  The  game  constantly  reminds  the  player  of  the 
impending  danger,  which  creates  a  lot  of  tension  and  anticipation  before  the 

actual  boss  fight. 


70.  Use  Size  to  Communicate  Danger 

If  your  game  has  enemies  of  any  sort,  use  size  to  communicate  to 
the  player  how  dangerous  the  enemies  are  to  the  player.  Enemies 
that  are  shorter  than  the  player  are  automatically  perceived  as  weaker. 
Those  that  match  the  protagonist's  height  are  seen  as  equal  (unless  they 
have  added  visual  cues,  like  a  powerful  armor).  Bigger  enemies  get  the 
player's  attention  the  most,  as  we're  condition  to  perceive  taller  creatures 
as  more  dangerous. 


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Shadow  of  the  Colossus  uses  size  difference  to  communicate  danger 


71.  Make  Your  Enemies’  Behavior  Unique 

Making  enemies  feel  unique  involves  not  only  the  looks  but  also 
their  behavior.  Make  sure  your  enemies  have  different 
personalities/behaviors  to  make  them  feel  unique  and  interesting  to 
the  player.  Your  enemies  can  differ  in  how  aggressive  they  are  towards 
the  player  (how  long  does  it  take  before  they  stop  chasing  the  player  and 
return  to  their  idle  state?),  how  aggressive  they  become  when  attacked 
(would  they  risk  their  lives  when  their  health  falls  below  a  certain  point  or 
would  they  try  to  escape?).  Would  they  attack  the  player  when 
unprovoked?  How  close  would  the  player  need  to  get  for  the  enemy  to 
attack?  Your  enemies  can  also  differ  in  their  speed,  attack  range,  blocking 
skills,  health.  They  can  act  more  bravely  and  aggressively  in  groups  than 
one.  The  possibilities  are  endless. 


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In  the  classic  “Pac  Man/’  each  ghost  has  a  unique  personality  and  unique 
behavior.  Some  players  might  have  never  realized  that,  but  each  enemy  was 
programmed  to  have  unique  movement  patterns.  That’s  what  made  the  game 
fun — learning  the  enemy’s  behaviors  allowed  for  more  strategic  gameplay. 


72.  Respect  Your  Players’  Time 

Try  to  make  every  minute  of  your  game  count.  Don’t  overuse 
backtracking  to  extend  your  game’s  length  and  avoid  reusing 
ideas  without  putting  a  new  twist  on  them.  Players  have  a  lot  of  games 
to  play  in  their  backlog.  You  should  give  them  a  good  reason  to  spend  their 
time  on  yours. 


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INSIDE  might  be  a  short  game,  but  it  never  overstays  its  welcome.  The  player 
is  introduced  to  new  ideas  and  story  hints  every  step  of  the  way.  And  when  the 
game  begins  to  feel  repetitive,  there’s  a  giant  twist  that  makes  you  say  “wow.”  If 
you  played  it,  you  know  what  I’m  talking  about.  If  you  haven’t,  stop  reading 
this  article  and  go  play  this  game! 


73.  Make  Backtracking  Interesting 

If  you  end  up  having  to  use  some  backtracking  in  your  level  design, 
try  to  make  it  interesting  to  the  player.  It’s  important  that  the  player 
doesn’t  feel  like  it’s  wasted  time.  You  can  still  add  new  content  to  the 
environments  that  have  been  explored  before.  For  example,  in  the  first 
level  of  my  game  DARQ  the  player  has  to  find  three  gears.  Once  the  third 
gear  is  found,  the  player  needs  to  return  to  the  beginning  of  the  level  to 
activate  a  machine  that  opens  the  gate.  There’s  a  twist  though  (spoiler 
alert):  getting  the  third  gear  disables  electricity  and  switches  off  the 
lights.  Now  the  player  needs  to  backtrack  in  darkness.  Not  only  that  but 
switching  off  the  lights  attracts  enemies  that  the  player  needs  to  sneak 
past. 


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DARQ:  backtracking  introduces  new  challenges  (enemies)  and  makes  the 
environment  look  different  (change  in  lighting). 


74-  Be  Conservative  with  Innovation 

There  are  certain  established  conventions  when  it  comes  to  various 
systems,  like  inventory,  stealth,  AI,  quests,  dialogs,  fighting,  etc.  If 
you  innovate  too  much  and  break  all  the  player's  expectations,  your  game 
will  be  unintuitive  to  play.  Don't  get  me  wrong,  you  should  absolutely  aim 
to  innovate,  but  don’t  overdo  it.  Instead,  add  a  twist  to  a  familiar  genre, 
or  innovate  within  a  familiar  set  of  game  design  principles.  For  example, 
Braid  is  a  puzzle-platformer  with  a  twist:  you  can  rewind  time 
indefinitely.  Super  Hot  is  a  first-person  shooter  with  a  twist:  time  moves 
only  when  you  move. 


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Super  Hot  introduces  just  one  innovation  to  the  established  game  design 
principles  of  the  first-person  shooter  genre.  One  is  enough.  It  makes  for  a  great 
hook.  It’s  memorable,  fun,  and  easy  to  understand. 


75-  Keep  Controls  as  Simple  as  Possible 

Try  to  simplify  your  controls  as  much  as  possible.  It  will  allow  the 
players  to  learn  how  to  play  your  game  fast. 


In  LIMBO,  the  controls  are  limited  to  movement,  jumping,  and  action  buttons. 


76.  Design  Good  In-Game  Economy 

If  you  have  in-game  currency,  you  have  to  be  smart  about  how  it’s  used 
in  the  world  you’re  building.  Try  not  to  overpower  the  player  by 


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making  them  rich  too  quickly,  but  also  use  in-game  money  to  reward  the 
player  as  they  make  progress  in  your  game.  Most  importantly,  have  a  lot 
of  items  available  for  sale,  so  the  player  has  a  lot  of  things  to  spend  money 
on.  Choosing  what  is  the  best  thing  to  buy  is  an  equivalent  of  reading 
hundreds  of  reviews  on  Amazon  to  decide  what  is  the  best  product — it 
feels  good. 


Adds  sweitness  to 
pastri&s  and  candies. 
Inn  murh  nnr  l»p. 
unhwulthy. 

4* +25  Energy 
[j|+10  Health 

100  O 


Welcome-  to 
Pierre's!  Looking 
to  buy 
something? 


899  ] 


In  Stardew  Valley  you  can  see  what  money  can  buy  way  before  you  can  afford 
those  items  (like  the  backpack).  Additionally,  new  items  are  added  to  the  stores 
as  the  player  gets  richer  in  the  game. 


77-  Make  the  Best  Items  Impossible  to  Buy 

After  all,  you  want  to  encourage  your  players  to  explore  the  game,  not 
just  focus  on  acquiring  in-game  currency,  right?  The  best  way  to 
motivate  the  player  to  explore  dangerous  areas  filled  with  monsters  is  to 
get  better  items — something  that  one  cannot  buy  in  stores. 


X O 0  VIDEO  GAME  DESIGN  TIPS  &  TRICKS 


In  “Skyrim,”  Daedric  Armor  can  only  be  acquired  by  looting  tough  enemies  or 
smithing.  It  cannot  be  purchased. 


78.  Design  Smart  Puzzles 

Good  puzzle  design  involves  presenting  clear  and  simple  rules  and 
challenging  the  player  to  find  a  solution  within  the  given  rules  & 
limitations.  It  should  never  be  the  case  that  the  player  doesn't  know 
what  to  do.  A  good  puzzle  should  make  that  clear  from  the  get-go.  The 
question  that  the  player  needs  to  find  the  answer  to  is  how  to  do  it. 
Figuring  out  the  “how”  element  is  incredibly  rewarding  and  satisfying. 
On  the  other  hand,  solving  a  puzzle  without  understanding  its  rules  by 
trial  and  error  is  not  satisfying. 


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The  Witness  by  Jonathan  Blow  teaches  you  the  rules  behind  multiple  kinds  of 
puzzles.  You're  never  confused  about  "what  to  do.”  It's  always  about  the  "how.” 


79.  Design  Fair  Timed  Puzzles 

One  of  the  ways  you  can  introduce  a  bit  of  excitement  to  your 
game  is  to  have  your  player  solve  a  puzzle  within  certain  time 
constraints.  For  example,  performing  a  set  of  actions  before  the  ceiling 
collapses  or  figuring  a  way  out  of  a  building  before  it  burns  down.  Keep 
the  following  in  mind  when  designing  such  puzzles: 

•  The  puzzle  objective  should  be  clear  before  or  right  after  the  time 
restriction  is  introduced 

•  The  time  designated  for  solving  the  puzzle  should  be  tight,  but 
allow  the  player  to  make  mistakes. 

•  To  increase  excitement,  consider  ending  the  puzzle  with  the 
"barely  made  it”  sequence.  In 

•  other  words,  even  if  the  player  manages  to  solve  the  puzzle  fast, 
the  dangerous  outcome  the  player  was  trying  to  avoid  happens 
right  after  the  player  succeeded  (i.e.  the  ceiling  collapses  just  as 
the  player  solves  the  puzzles,  or  the  building  explodes  just  as  the 
player  manages  to  find  the  way  out). 

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8o.  Design  Puzzles  That  Fit  into  the  Setting 

In  the  book  Level  Up,  Scott  Rogers  argues  that  it's  relatively  easy  to 
throw  a  random  puzzle  into  a  game.  It's  much  harder  to  make  it  a  part 
of  the  story,  or  at  least  fit  into  the  environment.  Is  opening  a  container  in 
an  abandoned  hospital  with  a  set  of  5  golden  emblems  really  makes  sense? 
Wouldn't  a  key  be  a  more  believable  way  to  open  a  container?  Unless  your 
game  is  set  in  an  abstract  world,  putting  puzzles  that  don't  belong  in  the 
environment  breaks  immersion. 


Resident  Evil  2  remake  features  a  puzzle  that  requires  using  chess  pieces  to 
open  the  sewers  door.  The  puzzle  is  quite  abstract,  while  it’s  set  in  a  realistic 

setting. 


81.  Don’t  Let  Realism  Get  in  The  Way  of  Fun 

Admittedly,  this  is  a  contradiction  to  the  advice  mentioned  above. 
Realism  rarely  adds  to  the  enjoyment  of  playing  video  games. 

More  often  than  not,  it  gets  in  the  way  of  playability.  As  a  game  designer, 
you  should  always  make  decisions  that  prioritize  fun  over  realism. 


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82.  Design  a  Satisfying  Win  State 

When  the  player  wins  a  battle,  completes  a  quest,  or  finishes  the 
game,  make  sure  to  reward  them  with  visual  and  audible  cues. 
To  this  day  I  remember  how  satisfying  it  felt  to  win  a  battle  in  Heroes 
III.  It  was  a  game  of  my  childhood.  The  feel-good  music,  the  sound 
effects,  and  the  stats  panel  that  showed  how  much  experience  I  gained 
are  forever  engraved  in  my  memory. 


A  glorious  victory! 

For  valor  in  combat,  Galaad  receives  2007785  experience 

Battlefield  Casualties 
Attacker 

fife 

233  170  1212  504  373  800  485 


83.  Design  an  Effective  Failure  State 

The  failure  state  shouldn’t  be  too  long,  so  it  doesn’t  feel 
discouraging  and  overly  punishing  to  the  player.  Adding  variety  to 
the  failure  state  can  soften  the  ego  blow  and  turn  failures  into  an  effective 
motivator  to  continue.  For  example,  Limbo  is  known  for  countless  ways 
the  player  can  die.  While  the  game  is  dark  and  atmospheric,  dying  over 
and  over  again  in  various  ways  proved  to  be  an  effective  way  to  keep 
players  engaged,  wanting  to  try  again  and  overcome  the  challenges. 


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One  of  the  ways  you  can  die  in  Limbo. 


84.  Be  Smart  About  Procedural  Generation 

Procedural  generation  is  a  great  solution  to  filling  your  game  with 
unlimited  content,  which  ensures  endless  hours  of  gameplay. 
More  often  than  not,  however,  procedural  generation  results  in  bland 
content  that  quickly  gets  boring.  Not  many  games  manage  to  get 
procedural  generation  right.  There  are  many  ways  to  approach  this  topic. 
Spelunhy  is  known  for  masterfully  implementing  procedural  generation. 
Its  algorithm  is  surprisingly  not  overly  complicated,  but  extremely 
elegant.  The  beauty  of  procedural  generation  is  that  players  would  never 
know  what  rules  are  at  play  when  the  environment  is  generated.  While 
procedural  generation  is  hard  to  get  right,  try  not  to  overcomplicate 
things  if  not  necessary.  Spelunhy  manages  to  generate  environments  that 
feel  well  designed,  and  it's  because  it  splits  them  into  smaller  chunks, 
each  governed  by  a  set  of  rules.  While  this  approach  might  not  be 
applicable  to  all  genres,  Spelunhy  is  worth  researching  and  analyzing 
if  you’re  making  a  game  that  utilizes  procedural  generation. 


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Spelunky  is  known  for  its  spectacular  procedural  generation  algorithm. 
Research  it  if  you  want  to  learn  how  the  game  manages  to  create  satisfying 
caves  that  don't  feel  generic  or  boring. 


85.  Make  Use  of  Predesigned  Elements 

If  you’re  using  procedural  generation,  don’t  forget  that  you  have  the 
freedom  to  add  predesigned  elements  to  your  algorithm.  In  fact, 
you  can  create  a  lot  of  predesigned  "building  blocks”  and  use  them  in  your 
procedurally  generated  world.  Mixing  predesigned  blocks  and  areas  that 
are  procedurally  generated  from  scratch  can  help  create  the  illusion  that 
the  entirety  of  the  game  was  designed  by  a  human  hand.  You  can  even  go 
one  step  further  and  create  levels  using  predesigned  areas  only.  You  just 
have  to  have  enough  of  them  to  achieve  a  high  level  of  variety  in  the 
generated  worlds.  I  might  be  wrong  about  this,  but  I'm  guessing  that  the 
procedural  generation  of  Descenders  relies  mostly  on  predesigned 
elements. 


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Descenders  is  a  downhill  freeriding  game  with  procedurally  generated  worlds. 


86.  Keep  Object  Scale  Realistic 

If  your  game  is  set  in  a  realistic  environment,  make  sure  that  your 
assets  are  scaled  properly.  For  example: 

•  Interior  walls  are  usually  4.5  inches  thick. 

•  Exterior  walls  are  usually  over  5  inches  thick. 

•  The  average  doorway  height  is  about  8o  inches. 

•  The  average  story  height  is  about  14  feet. 

You  can  easily  find  this  kind  of  information  online.  Whatever  3D 
modeling  software  you’re  using,  make  sure  you  stick  to  the  realistic  scale 
of  the  environment  (as  long  as  it’s  your  goal). 


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87.  Strive  for  Challenge  Over  Difficulty 

he  difference  might  seem  subtle,  but  designing  your  game  to  be 


X  difficult  focuses  on  punishing  the  player  as  they  try  to  interact  with 
it.  On  the  other  hand,  a  challenging  game  teaches  the  player  how  to 
overcome  the  obstacles  by  guiding  the  player  through  the  process  of 
improving  their  skill. 


88.  Add  Easter  Eggs 


Once  your  game  is  finished  and  polished,  consider  adding  Easter 
Eggs,  or  simply,  secrets.  Players  love  to  discover  things  that  are 
rare.  It  could  be  a  secret  object  hidden  somewhere  in  the  world,  a  rare 
encounter,  a  collectible  that  doesn't  quite  belong  in  the  game  but  has 
some  significance,  etc. 


An  Easter  Egg  in  GTA  V 


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89.  Reward  the  Player  For  Finishing  The  Game 

Rewarding  the  player  for  making  progress  in  the  game  is  one  of 
the  pillars  of  game  design.  What  about  the  ultimate  achievement: 
finishing  the  game?  What  is  there  you  could  do  to  reward  the  players  for 
playing  your  game  from  start  to  finish?  Think  of  unlockable  costumes, 
characters,  mini-games,  concept  art,  or  other  things  that  could  make  the 
player  feel  that  the  whole  journey  was  worth  it. 

90.  Make  a  Good  HUD  If  You  Need  One 

HUD,  also  known  as  a  heads-up  display,  is  a  way  to  communicate 
a  variety  of  information  about  the  state  of  the  game  to  the 
player.  For  example,  your  HUD  can  contain  information  about  your 
protagonist’s  health,  ammo,  currently  held  item,  etc.  Don’t  overload  your 
HUD  with  information  though.  Ideally,  you  want  to  communicate  as 
much  information  through  the  gameplay  itself,  not  icons  and  text. 


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“Assassin’s  Creed  Syndicate”  HUD  elements:  mini-map,  health,  current 
objective,  control  hints,  selected  weapon. 


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91.  Make  Your  HUD  Contextual 


void  making  the  screen  crowded  with  HUD  icons.  Only  show 


xT^information  that  is  relevant  to  what  is  happening.  For  example,  the 
player  doesn't  need  to  know  how  much  ammo  they  have  if  their  gun  is  not 
drawn.  They  don't  need  to  know  how  many  health  bars  they  have  left  if 
they're  interacting  with  an  NPC  and  are  not  in  danger  of  being  attacked. 
In  other  words,  aim  to  make  your  HUD  contextual  and  only  show  the 
most  relevant  information.  Here's  an  example:  Assassin’s  Creed:  Syndicate 
shows  HUD  elements  before  the  action  is  performed,  and  hides  it  while 
the  action  is  performed. 


HUD  ELEMENTS  PRESENT 


HUD  ELEMENTS  HIDDEN  WHEN  ACTION  IS  PERFORMED 


92.  Consider  Implementing  Aim  Assist 

Many  games  have  a  targeting  reticule  that  helps  with  aiming.  Aim 
Assist  is  a  common  feature  in  first-person  shooters.  It  is  meant 
to  make  aiming  easier  by  making  the  targeting  reticule  gravitate 
towards  the  enemy.  The  Aim  Assist  algorithm  makes  an  assumption  as 
to  what  target  the  player  is  trying  to  aim  at  and  snaps  the  reticule  to  that 
target.  That  can  make  aiming  a  lot  easier  and  make  the  game  feel  better, 
especially  when  using  a  controller.  Not  every  player  likes  using  Aim  Assist, 
so  make  it  optional. 


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Gears  of  War  5,  like  many  other  FPS  games,  allows  Aim  Assist  mode. 


93.  Allow  for  Skipping  Cutscenes 

Some  players  like  watching  long  cutscenes,  others  want  to  get 
straight  to  the  gameplay  and  don't  care  about  the  story.  Luckily,  in 
this  case,  it’s  easy  to  please  everyone.  There’s  absolutely  no  reason  for 
you  to  force  the  player  to  watch  a  cutscene.  When  it  comes  to  the  story, 
try  to  convey  the  most  important  story  elements  through  gameplay. 


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Max  Payne  3  is  infamous  for  having  unskippable  cutscenes.  While  some  of  the 
cutscenes  might  have  been  used  while  the  game  was  loading,  there’s  no  reason 
to  keep  the  cutscenes  unskippable  after  loading  was  done. 


94.  Allow  for  Skipping  Credits 

This  one  should  be  obvious,  yet  there  are  still  games  that  don’t 
allow  the  player  to  skip  the  credit  roll.  There’s  absolutely  no 
reason  to  do  this.  I’m  all  for  having  a  credit  roll  and  honoring  the  people 
who  participated  in  the  creation  of  a  game.  After  all,  my  game  has  a  credit 
roll  too  and  I  appreciate  it  when  YouTubers  and  Streamers  take  the  time 
to  listen  to  the  music  and  reflect  on  the  game’s  meaning  while  watching 
the  names  roll  by.  You’ve  got  to  give  the  player  a  choice  though.  Some 
simply  want  to  go  back  to  the  start  menu,  and  that's  OK  too. 


Aikei  Corporation.  Inc. 
Aoshima  Bunka  Kyozai.  Inc. 

Aoyagiutrou  Co..  Ltd. 

ASCII  MEDIA  WORKS.  Inc. 
Always  Pleasant  Amenity  Hotel.  Inc. 
EAT  &  CO  ,  Ltd. 

Irios.  Inc 

Ishimuramanseido  Co..  Ltd. 


Yakuza  5  credit  roll  lasts  over  10  minutes  and  there’s  no  way  to  skip. 


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95-  Consider  Using  Action  Icons 

Otherwise  known  as  context-sensitive  prompts,  they  allow  the 
player  to  distinguish  between  interactive  and  non-interactive 
objects.  Most  commonly,  when  approaching  an  object,  an  icon  would 
appear,  which  indicates  that  the  object  can  be  interacted  with.  It  can  be 
accompanied  by  text,  indicating  what  the  action  is.  Depending  on  the 
genre,  it  may  or  may  not  be  a  good  idea.  In  my  game  DARQ,  given  how 
detailed  the  environment  is,  I  felt  it  was  important  to  give  the  player  a 
hint  when  they  approached  an  object  that  allowed  for  interaction. 


That  little  circle  on  the  middle  mirror  indicates  that  the  player  can  interact 
with  this  object.  When  the  player  approaches  the  mirror,  the  circle  expands 
into  an  actual  icon  that  indicates  what  type  of  interaction  is  available. 


96.  Provide  Immediate  Feedback 


Whatever  the  player  is  trying  to  do,  try  to  provide  some  kind  of 
feedback.  No  action  should  leave  the  world  of  the  game 
unchanged.  If  the  player  tries  to  hit  the  wall,  make  some  dust  particles 
appear.  If  the  player  collects  a  power-up,  indicate  it  with  a  sound  and  a 


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special  animation.  Never  leave  the  player  wondering  if  something  has 
happened  or  hasn’t  happened.  Make  sure  to  show  the  effect  of  the  player's 
actions  as  clearly  as  possible. 


Picking  up  items  in  Stardew  Valley  is  always  accompanied  by  a  satisfying 
sound  and  a  quick  animation.  Not  only  does  it  feel  clear,  but  it  also  feels 
rewarding  and  satisfying. 


97.  Color  Palette 


Make  your  color  palette  pleasing  and  consistent  throughout  the 
game.  If  you  don’t  have  a  good  feel  for  it,  use  one  of  the  tools  that 
make  creating  color  palettes  a  breeze.  My  favorite  is  Color  Wheel  by 
Adobe,  but  there  are  other  tools,  such  as  Coolors.co.  Colormind.io. 

The/ re  all  free. 


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“GRIS”  uses  a  variety  of  color  palettes.  Each  level  is  breathtaking  when  it  comes 


to  the  use  of  color. 


98.  Reuse  Your  Game  Systems 

Don’t  spend  time  on  making  game  systems  that  aren’t  utilized 
enough  during  gameplay.  If  climbing  is  a  part  of  your 
character’s  skill  set,  you’ve  got  to  come  up  with  multiple  ways  of  using 
it  throughout  the  game.  If  a  system  is  used  just  a  couple  of  times,  it’s  not 
worth  having.  Building  a  climbing  system  is  a  complicated  task  that 
involves  a  lot  of  coding,  animation,  and  inverse  kinematics.  You  have  to 
justify  the  time  spent  on  building  a  complex  system  by  finding  creative 
ways  of  reusing  it  repeatedly.  The  challenge  lies  in  inventing  new  ways  of 
using  the  system.  You  can  use  climbing  to  get  to  a  high  platform,  descend 
to  a  lower  platform,  etc.  You  can  also  use  it  in  the  chase,  escape,  or  stealth 
sequences.  You  can  build  entire  levels  around  it,  where  climbing  is 
combined  with  other  skills,  like  shooting  or  jumping.  That’s  just  a  few 
examples — you  get  the  idea. 


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Uncharted  4:  climbing  system  (used  in  a  variety  of  ways  throughout  the  game) 


99-  Introduce  Variety  to  Your  Gameplay 

To  combat  boredom  that  naturally  results  from  reusing  game 
mechanics  and  game  assets  (which  you  should  do),  you  need  to  come 
up  with  ways  to  introduce  variety  to  your  gameplay.  Avoid  linear  level 
design.  Allow  players  to  explore  the  environment.  Create  multiple  paths 
to  reach  any  goal.  Have  a  degree  of  randomization  in  various  aspects  of 
your  game,  such  as  enemy  encounters,  loot,  power-ups,  and  AI  behavior. 
Variety  can  also  be  achieved  by  alternating  between  day  and  night, 
changing  the  weather,  switching  between  interior  and  exterior,  open  and 
closed  spaces,  etc. 


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Hitman  series  is  known  for  offering  the  player  the  freedom  to  complete 
missions  in  various  ways.  It  keeps  things  fresh,  even  though  the  game  utilizes 
the  same  game  mechanics  repeatedly. 


100.  Utilize  the  Power  Of  Customization 

How  do  you  make  the  player  care  about  the  protagonist  or  a  group  of 
heroes  (whatever  the  genre  dictates)?  Allow  the  player  to  customize 
their  in-game  avatar.  Let  the  player  express  themselves  through  the 
character  that  is  about  to  become  their  alter  ego.  The  very  minimum  you 
can  do  is  to  give  the  player  the  ability  to  name  the  character.  This  might 
not  apply  to  all  games,  but  if  it  does  to  yours,  it's  a  great  opportunity  to 
establish  an  emotional  connection  between  the  player  and  the  character. 
If  possible,  allow  further  customization,  such  as  the  choice  of  gender, 
clothing,  face,  hairstyle,  etc. 


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There’s  a  reason  the  “Sims”  franchise  is  so  successful.  It’s  a  life  simulator  of 
your  alter-ego:  a  character  with  a  name,  personality  traits,  fashion  preferences, 


desires,  and  dreams.  It  couldn’t  feel  more  personal.  While  this  level  of 
customization  doesn’t  make  sense  in  most  games,  notice  how  powerful  it  is. 
Can  you  imagine  playing  Sims  if  all  characters  had  randomly  generated  names 
and  appearances?  Would  you  care  for  them  as  much? 


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What  Next? 

I  hope  you  enjoyed  the  read  and  the  tips  I  shared  will  help  you  make 
better  games!  I  hope  you  don't  mind  if  I  tell  you  a  little  bit  about  my 
other  book.  I  believe  it  can  provide  you  a  lot  of  value,  so  all  I  ask  from  you 
is  a  few  minutes  of  your  time,  so  I  can  share  with  you  why  it  can  be 
beneficial  to  you  and  your  gamedev  journey.  If  you  haven’t  read  it  yet,  you 
might  enjoy  GAMEDEV:  10  Steps  to  Making  Your  First  Game 
Successful. 


GAMEDEV 


10  STEPS  TO  MAKING 


YOUR  F  RST  GAME  SUCCESSFUL 


WLAD  MARHULETS 


THE  DEVELOPER  OF  DARQ 


As  a  first-time  developer  with  no  prior  experience 
in  coding,  modeling,  texturing,  animation,  game 

design,  etc.,  I  managed  to  launch  DARQ  to 
both  commercial  success  and  critical  acclaim.  With 
$ o  spent  on  marketing,  it  was  featured  in  major 
media  outlets,  such  as  IGN,  Kotaku,  PC  Gamer, 
GameSpot,  Forbes,  and  hundreds  of  others.  DARQ  won  numerous 
awards,  such  as  The  Best  Game  of  the  MIX  /  PAX,  and  received  a  user  rating 


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of  9  out  of  10.  DARQ  was  in  the  TOP  50  of  the  most  wishlisted  games  on 
Steam  before  launch.  It  made  it  to  the  "Top  Selling,"  "New  and  Popular," 
and  "Featured  and  Recommended"  tabs  on  Steam.  Ultimately,  it 
became  #42  Most  Shared  PC  Video  Game  of  2019  (Metacritic).  In  this 
book,  I  describe  how  I  did  it. 


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SENRAN  KAGURA Peach  Ban 


In  this  book,  I  share  with  you  what  I’ve  learned  throughout  the 
development  of  DARQ  and  beyond.  If  somebody  had  given  me  this  book 
at  the  beginning  of  my  journey,  it  would  have  saved  me  at  least  a  year 
of  development  time.  In  addition,  I  made  a  lot  of  strategic  mistakes 
during  the  development,  so  it  sure  would  have  been  nice  to  have  a  guide 

like  this  to  warn  me  of  all  the  challenges  that  awaited  me. 


81 1  P  a  g  e 


100  VIDEO  GAME  DESIGN  TIPS  &  TRICKS 


99  WONDERFUL  TASTE  OF 
SURREALISM  RARELY  SEEN 
IN  GAMES 

IGN 

99  EXCEPTIONAL  SOUND  DESIGN 


GOGooaCto 
-  nyr,r 


99  the  aesthetics  are  beautiful 

Forbes 


What  is  the  Book  About? 

In  270  pages  of  condensed  knowledge,  the  book  guides  you  through  a 
step-by-step  process  of  making  a  commercial  game.  It  teaches  you  how 
to  learn  all  the  necessary  skills  and  covers  various  aspects  of  game 
development: 

0  Mindset 

0  Preproduction 

0  Funding 

0  Business 

W\  Law 

0  Development 
0  Marketing  &  PR 
0  Publishing 
0  Distribution 

0  Pre-launch,  launch,  and  post-launch  strategies. 


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Endorsements 

"Reading  this  book  is  the  shortest  route  toward  a  solid 
understanding  of  how  to  make  indie  games,  both  from 
creative  and  business  perspectives." 


— Quentin  De  Beukelaer  |  Game  Designer  of  Assassin's  Creed  IV: 
Black  Flag,  Assassin's  Creed  Unity,  Ghost  Recon  Breakpoint 

"There  are  many  books  on  game  development,  but  none  of 
them  address  the  mindset  you  need  for  success.  Wlad's 
philosophy  very  much  reminds  me  of  what  it  was  like  in  the 
early  days  of  making  games  for  Blizzard." 


— Mark  Kern  |  Former  Team  Lead  for  World  ofWarcraft,  Producer 

of  Diablo  II  and  Starcraft. 


"This  book  is  a  comprehensive  guide  to  the  business  of  game 
development." 


— Bj0rn  Jacobsen  |  Sound  Designer  of  Cyberpunk  2077,  Hitman 


"This  book  captures  the  process  and  creates  a  valuable  resource 
for  upcoming  developers  and  creators  alike." 


— Piotr  Babieno  |  CEO  of  Bloober  Team,  Layers  of  Fear,  Blair  Witch, 

Observer,  The  Medium 


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"This  book  is  bursting  with  wisdom  that  will  move  you 
closer  to  realizing  your  dream." 

— Richard  Gale  |  3-time  Emmy-winning  director 


The  foreword  is  written  by  Oscar.  Pulitzer  Prize,  and  5-time  Grammy 

Award-winning  composer  John  Corigliano. 


Collaborators 

The  book  features  advice  by  a  number  of  industry  professionals, 
including: 

•  Mark  Kern  (former  lead  for  World  ofWarcraft,  producer  of  Diablo  II 
and  Starcraft ) 

•  Quentin  De  Beukelaer  (Game  Designer  of  Assassin's  Creed  Unity ) 

•  Bjprn  Jacobsen  (Sound  Designer  of  Cyberpunk  2077) 

•  Austin  Wintory  (Grammy-nominated  composer  of  Journey ) 

•  Wojciech  Piejko  (Lead  Designer  of  "Observer"  and  The  Medium ) 

•  Barbara  Kciuk  (Narrative  Designer  of  Blair  Witch ) 

•  Rami  Ismail  (Developer  of  Nuclear  Throne  and  Super  Crate  Box) 

•  Dan  Adelman  (Biz  Dev  of  Chasm  and  Axiom  Verge) 

•  Scott  Millard  (Publisher,  Managing  Director  at  Feardemic,  Former 
Managing  Director  at  Bandai  Namco 

•  Stephen  McArthur  (Video  Game  Attorney) 

•  Toms  Martin  (Video  Game  Investor) 


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If  you  want  to  check  out  the  book  (paperback  St  eBook),  you  can  get  it  here: 

•  United  States  (Amazon.com) 

•  Canada  (Amazon. ca) 

•  United  Kingdom  (Amazon.co.uk) 

•  Germany  and  Eastern  Europe  (Amazon.de) 

•  France  (Amazon.fr) 

•  Spain  (Amazon.es) 

•  Itah  (Amazon.it) 

•  Netherlands  (Amazon.nl) 

•  Australia  (Amazon.au) 

•  India  (Amazon. in) 

•  Tapan  (Amazon.co.jp) 

•  Brazi  (Amazon.com.br) 

•  Mexico  (Amazon. mx) 


Hope  you  enjoyed  this  eBook! 

If  you  want  to  keep  an  eye  on  more  free  gamedev  tips  St  tricks,  connect 
with  me  on  Twitter.  I’m  very  responsive,  so  if  you  ever  need  feedback, 
advice,  or  help  with  your  game,  I’m  here  for  you.  Also,  I  often  share 
behind-the-scenes  of  my  own  development  process. 


Thank  you  for  reading! 
Wlad  Marhulets 


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